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Evolving the Classroom: Games as the Future of Education
ABSTRACT
The purpose of this paper is to show the key findings of using games, such as video games, board games and puzzles, as a learning tool for educational purposes by pointing to research in areas of childhood learning, the Serious Games initiative, how games in educational settings have and have not worked thus far, and the future of games as educational tools. This paper argues in favor of the idea of a future for video games in the classroom as the future for generations of children brought up on video games and digital media Utilizing data from researchers from various higher educational institutes such as, the University of Wisconsin-Madison and Wilfrid Laurier University as well as interviews with graduate students from Rutgers University and a former Rutgers lecturer and games scholar, the research indicates a common thread. The results of the research and interviews points to a question that is repeated constantly throughout the data collection; it’s not if games are integrated into the classroom, it’s how? Games will be a crucial part of the learning experience and open the door to a wealth of possibilities, but only if educators and institutions are willing to take the plunge.
INTRODUCTION
For years millions of children have grown up playing games, from board games to video games to the more recent cellphone games, the gaming phenomenon has grown so fast that it rivals Hollywood, but are games only good for entertaining? Research shows learning occurs in three stages, the first stage being play. Games at their most basic form are at the epicenter of all early childhood knowledge while arguably adding an additional and crucial element, interaction with others. Some researchers believe that classrooms are perfect environments to evolve with games, and they say that it’s not a question of if games will be implemented in the classroom, but a matter of how? Recently, President Obama endorsed a Science, Technology, Engineering and Math education initiative to develop video games for educational purposes under the name, Serious Games. The Serious Games initiative was created to train and educate players through games designed around problem solving, simulations or using real-world events. These same games can still be entertaining, and arguably the more intriguing and captivating games fall out of the education category as compelling stand alone gaming experiences.
LITERATURE REVIEW
How Children Learn –
Before one can understand the concept of video games in education, the first area to explore is how children learn through play. The concept of learning through play is not a new concept, and has actually been used and explored by sociologists and anthropologists. (Annetta, 2008, p. 231-234) Children utilize play to experiment with the world around them in three main stages, the initial play stage, learning through play, and finally practice, or how to associate what they learned with the world. (Annetta, 2008, p. 231-234) According to Annetta (2008), “Play systematically confronts the child with learning situations that could only be located within his or her area of close development… Learning to play is learning to master situations marked metacommunication.” (p. 232). Considering children are literally growing up with video games, computers and other digital media, it’s a safe assumption that the way in which learning, understanding and comprehension are all effected by digital culture. Squire (2005). At the core of play, games hit help in the learning space by providing a way to assimilate, repeat, learn from the repetition, and associate what was learned with other things in the world. (Trammell, 2015).
Serious Games –
Serious Games is a government-funded initiative started in 2003 that focuses on the research of games as an educational tool. The program also promotes the development of educational an edutainment style games to meet the needs of the “Net generation.” (Annetta, 2008, p. 229 – 230). Serious Games can also serve outside of education in various fields from healthcare to defense areas. One of the defining aspects of Serious Games is the fact that entertainment takes a back seat, while the aspects of teaching and instructing the player are streamlined and fleshed out. (Djaouti, Alvarez and Jessel). Basically, in it’s simplest form; Serious Games is just what it sounds like, games with a serious subject matter, tone and purpose.
The topic of Serious Games has also branched out into course curriculums centered on studying games for their social impact and underlying meaning. (Trammell, 2015). The inspiration for this research project was actually the Serious Games course taught at Rutgers University, which took an in-depth look at board games and created a discussion form for students to react, not only to how the games played, but deeper issues surrounding the games from social stereotypes to poverty. (Trammell, 2015).
Obstacles and What Has NOT Worked –
Whiles Games have been utilized as teaching tools for centuries, there have always been issues and areas that worked and haven’t worked. Here we will briefly describe some challenges video games face today, such as misconceptions, traditional classroom limitations and gamification.
Misconceptions
Arguably one of the major obstacles that educators need to overcome to allow video games to to become a prominent part of the classroom is the negative stigma surrounding video games and the digital culture. There’s a misconception that video games lead to multiple complications in early childhood development as well as violent behaviors based on studies that are decades out of date. Squire (2005). These misconceptions include violent and aggressive behavior, an implementation of gender stereotypes, the promotion of unhealthy attitudes, and stifle creative play. Squire (2005). According to Squire (2005) due to the outdated nature of most research around video games, and as a result of recently conducted surveys, “research on video game violence has failed to show that video games cause violent, anti-social, or aggressive behavior or poor school performance.”
Possibly a contributing aspect for educators to accurately convey benefits of games is to cite the extensive cognitive, kinesthetic, and strategic thinking skills that video game play provides. (Boyan and Sherry, 2011). While some may think game play is mindless entertainment, Boyan and Sherry argue that video game play improves hand-eye coordination, providing strategic thinking through various video game negotiating skills and quicker reaction and decision making times, as well as improved mental rotation abilities. (Boyan and Sherry, 2011).
Breaking the Traditional Classroom Space
Another major obstacle educators face is how the traditional classroom is currently designed. With educators at the front of the room speaking to students, the classroom environment does not promote an engaging atmosphere that encourages conversation. (Trammell, 2015) Classroom spaces are also usually not set up as a play space and are ill equipped, lacking gaming consoles, computers and other apparatuses needed to hold video games in the classroom. (Trammell, 2015). There is also the lack of association with play and learning that educators would need to overcome. According to Trammell (2015), “If a professor walked into a room and we were all playing a Wii U, they may ask, “are you guys doing work or are you just playing?” but if every classroom at the school had a Wii U in the classroom, the question wouldn’t necessary come up because every professor would know that that is part of how we learn today,” (Trammell, 2015). Not only does this example align with the idea of ill equipped classrooms, but it also plays into the stigma that games are not learning tools.
Gamification –
Arguably one of the easiest and most dumbed down tactics for implementing games into a course curriculum is gamification. According to Hamari, Koivsto and Sarsa, gamification is, “a process of embracing services with (motivational) affordances in order to invoke gameful experiences and further behavioral outcomes.” (Hamari, J., Koivisto, J., & Sarsa, H. 2014, p. 3) The basis of gamification is incorporating basic elements of video games such as scoring systems, ranking systems, points, achievements and badges. (Ramirez, 2015).
The issue with gamification is that it overlooks the purpose of games as an art form, educational tool and entertainment devices. By taking the most basic forms of games and applying them to different areas in life, researchers believe the basic uses of gamification, such as experimentation and trial and error, are lost due to the possible ramifications of scoring low. (Lipkin, 2015).
Still, others argue that there are positive ways of implementing gamification that is not harmful to students. Nicholson believes there are two types of gamification; reward-based gamification and meaningful gamification. If the gamification backs up intrinsic motivations, Nicholson believes that, if utilized correctly, subjects can see some benefits to rewards based system and argues that most subjects fully accept rewards based systems. Nicholson argues that gamification most easily works for short-term changes and goals by providing reward based outcomes, but for long term change, there must be a balanced combination gamification elements that Nicholson calls, the “recipe for meaningful gamification.” This “recipe calls for developers to combine interesting gameplay elements with motivations and activities that affect the real world, provide choices to players in regards to activities, provide information feedback, keep players engaged toward the goal and provide a sense of reflection. (Nicholson, 2015, p. 3-12 and Nicholson, 2013)
While Nicholson argues that there are opportunities to provide players with meaningful gamification, Ramirez, Lipkin and Trammell argue that teachers, as untrained developers, tend to lean on utilizing short term methods in long term situations resulting in constant failed attempts at utilizing gamification for it’s intended purpose. (Ramirez, 2015; Lipkin, 2015; Trammell, 2015)
What Has Worked –
There have been a number of instances where games have been documented as assisting students with basic English and reading comprehension skills. Games that were not designed with educational purposes in mind, served as a learning tool arguably as much as a traditional form of literature would in a basic English 101 course. (Trammell, 2015)
Non-educational games have even been centered in areas of social reflection. Professor Abbott of Wabash College utilized the game Portal to assist in teaching his course “Enduring Questions.” The course focuses around reflections on what makes us human. The professor utilized the narrative of Portal to successfully provide extensive discussion points for his students to reflect on while also allowing students who never played video games to think in terms of 3D spaces and what they are capable of accomplishing. Abbott pointed out that many students in his course we not aware that video games were capable of conveying compelling stories. (Klepek, 2011)
Call of Duty, one of the biggest AAA commercial games of this generation, has shown much promise in teaching students differently situations that the traditional classroom cannot immerse students in. Tannahill, Tissington and Senior said that Call of Duty provides gamers with motivating war simulators that stimulate the brain and releasing dopamine in the ventral striatum, a section of the brain that networks thought patterns. The game also provides a learning environment in which it provides constant feedback to the player and an environment that encourages learning through failures. (Tannahill, Tissington and Senior, 2012)
At Rutgers University, students in the Digital Communication, Information and Media curriculum are given the opportunity to utilize the virtual play space of Second Life to, not only provide students a way of exploring different cultures within a virtual world, but provides students a virtual extension of the classroom. Professors are able to utilize this play space to conduct classes without needing a dedicated classroom space on campus. Students were also encouraged to work together to navigate, manipulate and study the virtual world.
A virtual world called, “The Wolf Den” was created at North Carolina State University, and served for the collages distance learning and a video game creation tool for educators. Courses are taught in this environment in real time and students are encouraged to facilitate and direct the design of the environment. The application utilizes voice over Internet protocols to help students and professors communicate in the world. The game not only allows students to manipulate the world, but also interact with it as it allows students in the distance learning program to do things that students would normally need to be present at the University to do, such as analyzing and testing water samples in a laboratory setting in the virtual world. (Annetta, 2008, p. 234)
“Mad City Mystery” is an RPG (role-playing game) that takes place on the campus of the University of Wisconsin-Madison. The game uses a mystery story line of a friend drowning in the real life Lake Mendota. The game utilizes GPS technology to create a fictional layer while placing the game in a real-world environment. Squire says, “The game is designed to leverage five specific features that are common in role playing games, specifically, embedded and cascading challenges, differentiated roles, embedded narrative resources, connections to space and place, and emergent collaboration and competition.” (Squire, 2008, p. 21) The game is designed to provide students with engulfing experiences that bridges the virtual world and reality in an immersive experience the classroom can not provide. The students that gained the most from the game were students with a history of poor school performance who also had learning difficulties, particularly in concentration. The game served as a way of getting the students to enjoy being in school as well as provide opportunities for critical thinking and problem solving situations. (Squire, 2008, p. 21 – 23)
There are also a plethora of other examples of video games in educational settings. The military utilizes game simulations for combat and negotiation simulations. Hospitals utilize game simulations for training purposes, and there are countless video games created specifically for the classroom, but arguably fail due to an imbalance of emergence and a disconnect on subject matters.
The Future of Games in Education –
Gee, Halverson, Shaffer, and Squire (2005) state, video games will enter the classroom, and it’s not a matter of when, it’s a matter of how. They argue that currently, classrooms utilize virtual worlds, but predict that the utilization of virtual worlds will go further with the development of simulators. The issue that they state will be the biggest obstacle is the development phase. Gee, Halverson, Shaffer, and Squire question who will take gaming to that level and predict that early stages may rely on the military to develop combat simulations that may be the basis and lead to the adaption for classrooms. (Gee, Halverson, Shaffer, and Squire, 2005)
Other researchers agree that virtual worlds will continue to develop and consume the classroom space as the classroom of the future. Aldrich (2009) believes that virtual worlds, games and simulations are all different with each one serving it’s own purpose, and each having the ability to serve in an educational setting. Aldrich and Annetta both believe in HIVE (Highly Interactive Virtual Environments) Aldrich (2009) or HI FIVES (Highly Interactive Fun Internet Virtual Environments in Science) (Annetta, 2008, p. 235-234) models of game design that are lending to the future of video games in education. Aldrich (2009) states that the idea of HIVE learning shares similarities to learning how to swim as it provides students the opportunity to play, experiment and practice in a new environment that has it’s own set of rules and uses. As previously stated, the idea of distance learning is brought through utilizing HIVE to allow students who otherwise would not be able to be physically present in a traditional classroom, to still participate as much as other students who live on campus. (Aldrich, 2009)
While it’s possible that gaming will enter the classroom through traditional consoles, Trammell (2015) argues that classrooms would need to begin adapting to home console trends, which is more difficult than equipping classrooms with computers as computers serve multiple purposes. (Trammel, 2015).
Home consoles are usually updated in anywhere from five to ten years after launch, which would also pose a difficulty to colleges attempting to adapt games as teaching tools. Most research points to virtual worlds for all the aforementioned points, but in a more practical sense, installing these applications on a computer in a classroom seems the most economic way to integrate.
RESEARCH QUESTIONS
What are the benefits of using video games in the classroom? How have video games penetrated the traditional classroom space? What predictions do researchers and scholars have for how games will be incoperated in the classroom in the future?
DATA COLLECTION
Data collection consisted of scholarly article collection utilizing Wikipedia’s reference section, Google Scholar and Rutgers University’s online library. At first, some key words were, simply “games” and “education,” but as my research continued, the keywords expanded. During my data collection, it was somewhat difficult to find many research articles on games in education, at first most of the data was on if games were dangerous or not. The second form of data collection, which ultimately lead to a wealth of articles, was interviewing professors and grad students who have studied games. Through these interviews, not only did I gain more data on the topic, but I was also directed to studies such as Scott Nicholson and the University of Wisconsin-Madison. From there, data collection became easier as I was able to look in the bibliography sections of those articles and then search for more pinpointed terms like “gamification,” “learning systems,” and “teaching with games.” I also ended up utilizing social media platforms like YouTube for video content and watching speeches conducted by some of the researchers to better understand their position on the topic.
RESULTS
In comparison to movies, music and literature, video games are a relatively young art form surrounded by many misconceptions based on outdated research that negatively impacts their ability to penetrate the traditional classroom. Slowly games have been transforming the classroom into a play space, or converting play spaces into classroom extensions, be it purposely or through the games design. There have been countless instances of video games penetrating the classroom serving to provide meaningful forms of discussion, reflection and training be it through educational based games or traditional consumer targeted games.
While there is an endless supply of research articles that cite similar studies to prove games negatively effect players, the emerging research lead by the University of Wisconsin-Madison and the Serious Games imitative prove that games not only serve entertainment purposes, but provide a compelling argument for how the classroom space will transform in the near future. The benefits really provide a strong agreement for games in the classroom, such as the low development costs, less physical space and weight for students by eliminating text books, providing an interactive and engaging experience for students who may be distance or online students, and the fact that games hit on many skills while driving the basic stages of learning through play. Video games in the classroom, or the virtual play space of games being the classroom, seems like the logical evolution and progression of education. The articles and interviews conducted, unfortunately are not able to predict the future, but the results of my research do paint a detailed picture and provides a strong prediction that games will take over the classroom be it through console games, board games, or the more likely scenario of virtual worlds and utilizing recent developments in virtual reality.
It’s too early to place bets on how games will be implemented in the classroom, but the data to support the benefits in a classroom environment is there. As Gee, Halverson, Shaffer, and Squire stated, it’s not when it’s how?
CONCLUSION
While most of the research points to video games being the future of many educational curriculums, and as games are currently being used in the classroom, it’s difficult to firmly state that video games will definitely work their way into every course curriculum, especially with the countless misconceptions standing as obstacles for educators who do see games as the future. The Serious Games imitative has While there is data to provide a compelling argument, the only sure way to determine what will happen is to wait and see.
BIBLIOGRAPHY
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Annetta, Leonard A. (2008) “Video Games in Education: Why They Should Be Used and How They Are Being Used”. Retrieved September 13, 2015.
Boyan, Andy; Sherry, John L. (May 2011) “The Challenge in Creating Games for Education: Aligning Mental Models With Game Models” Retrieved September 13, 2015
Djaouti, Damien; Alvarez, Julian; Jessel, Jean-Pierre. “Classifying Serious Games: the G/P/S model” Univiersty of Toulouse, France. Retrieved December 1, 2015
Gee, James P.; Halverson, Richard; Shaffer, David W.; Squire, Kurt R. (June 2005) “Video Games and the Future of Learning” University of Wisconsin–Madison. Retrieved October 22, 2015
Hamari, J., Koivisto, J., & Sarsa, H. (2014). “Does Gamification Work? – A Literature Review
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Klepek, Patrick (2011) “Intro to GLaDOS 101: A Professor’s Decision to Teach Portal” San Francisco, CA. Retrieved September 15, 2015.
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Nicholson, Scott (December 12, 2013) “Meaningful Gamification: Motivating Through Play Instead of Manipulating” MIT Labs. YouTube Video. Retrieved October 11, 2015
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